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TasNetworks · Interactive learning

Bright Sparks: bringing educational stories into play

Bright Sparks brings TasNetworks' established characters into a colourful, touch-first learning experience designed for iPad. CoastalGen's interactive game combines illustrated environments, guided activities and playful feedback around electricity, energy and safety awareness. The project is presented here as a preview, not a released classroom product.

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Bright Sparks opens with a colourful welcome and separate adventures for K–2 and Grades 3–6.

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Bright Sparks opens with a colourful welcome and separate adventures for K–2 and Grades 3–6.

Project
TasNetworks Bright Sparks
Experience
Touch-first iPad game
Audience
K–2 and Grades 3–6

The story

An illustrated world to explore.

A welcoming place to begin

The opening screen introduces an illustrated world of homes, hills and familiar characters. Two clearly marked adventure pathways welcome different primary-school audiences: Kindergarten to Grade 2, and Grades 3 to 6.

The aim is an experience that feels inviting from the first tap, with recognisable characters and meaningful things to explore, choose and solve.

An illustrated adventure

For younger learners, activities include exploring home environments, picture stories, matching games and a Spark Skills sequence. The older pathway includes an electricity journey, circuit challenges, material investigations, energy-saving activities and word puzzles.

Bright cartoon settings, large controls and concise instructions give each screen a clear focus. Captions, adjustable text size and separate music and voice controls sit alongside activity badges and replay options. The screenshots show the experience itself, from the welcome page to selected activities and character moments.

CoastalGen's contribution

CoastalGen's contribution spans interactive experience design, visual presentation and a playable digital experience. The result is a character-led project that brings educational subject matter into an illustrated world, with distinct activities for younger and older learners.

Have a story that could become an interactive experience? Discuss your project with CoastalGen.

Selected imagery

Select an image for a closer look.

The Grades 3–6 adventure menu brings four learning activities together on its first page.
The K–2 review pathway opens with an illustrated home, familiar characters and a clear touch instruction.
Power Journey introduces the Grades 3–6 pathway through an illustrated control-room scene.

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The Grades 3–6 adventure menu brings four learning activities together on its first page.

A story worth bringing to life?

Bring your characters and educational stories into an interactive experience.

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